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@@ -56,7 +56,7 @@ Polish
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TODO:
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- Thoroughly test inspector
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- - Modifying structs doesn't persist changes
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+ - Writing on a child struct field unfocused input because the inspector gets rebuilt - delay rebuild until user unfocuses from the input box?
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Ribek use:
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- Camera, Renderable, Material, Texture inspector
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@@ -107,14 +107,13 @@ Other polish:
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- Ortographic camera views (+ gizmo in scene view corner that shows camera orientation)
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- Drag to select in scene view
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- Update GUISlider so it works with the new style (and to have min/max limits, plus step size)
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- - Replace "minimize" button in tabbed title bar with maximize and make sure it works
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+ - Replace "minimize" button in tabbed title bar with maximize and make sure it works (in both docked and floating mode)
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- When I expand inspector elements and them come back to that object it should remember the previous state
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- Add a chaching mechanism to inspector (likely based on instance ID & property names)
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- This has to work not only when I come back to the object, but whenever inspector rebuilds (e.g. after removing element from array)
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- Consider saving this information with the serialized object
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- Make sure to persist EditorSettings
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- Import option inspectors for Texture, Mesh, Font
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- - DOck manager maximize doesn't work'
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Stage 2 polish:
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- Inject an icon into an .exe (Win32 specific)
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@@ -130,13 +129,13 @@ Stage 2 polish:
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Finalizing:
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- Add copyright notices in all files & change license to GPL
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+ - UseCustomInspector isn't implemented
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- I could record undo/redo per-property using the new diff system
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- When building game make sure to go over texture resources and ensure they are saved in the valid format
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as we don't want to do format conversion at runtime (Not cruical, but it should be done eventually)
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- This should something similar to Unity where when changing the platform all resources get reimported
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- When building level for release make sure to clear all prefab diffs (possibly store them elsewhere in the first place)
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- And all prefab instances should have updateFromPrefab called on them.
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- - Save the default editor layout somewhere and make sure its used on initial startup when no layout exists
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- Undo/Redo when breaking or reverting a scene object (and in general test & finalize undo/redo system)
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- Move all the code files into subfolders so their hierarchy is similar to VS filters
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- Get rid of PoolAlloc and other unused allocators (plus fix bs_new and others which have weird overloads)
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